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Found 17 results

  1. Hello, new thread. So almost everytime there are discussions about major changes/updates to the game there's always that one person that'll say something like 'An average pub server doesn't last an in-game year'. Keep in mind that I'm gonna use Klei-official server as an example of a pub. I don't think that pubs should be used as a decisive factor when discussing this game. Because at the end of the day what are pubs? A bunch of random strangers let loose with no moderation. If someone joins a pub server they shouldn't expect anything more or less than people dying and world being restarted. To experience the game 'properly' one should either play solo or with friends. Pubs are where you go for crap and giggles, not to try and play the game. Pubs have been, are and will always be a place where worlds are reseted, most players die/leave before a year passes and you don't get to experience all of content. And because of that they shouldn't be used as an excuse to tell somebody that their idea/suggestion is bad and shouldn't be considered by the devs TL;DR While pubs should be taken into account when the devs work on updates they definitelly shouldn't be the thing that decides whether or not something makes it into the game. Discuss... I guess
  2. Hello, new thread. Dst is a 'Survival-Sandbox'-type of a game. That's why I'm asking if you'd guys want Klei do focus more on survival aspect or sandbox aspect, of the game. Because tbh I could find flaws in both of these. Survival- well... for the last 2 years 90% of content didn't really impact general survival that much. Some of existing mechanics could use an update Sandbox- most of decorative items fit in the same category: fancy. Player's can't really make whatever setpieces thay have in mind, skins help with that more than actual items. At the end of the day most megabases look pretty much the same. Don't get me wrong, the stuff we receive is nice... but there's only so many optional tasks or uses for a statue one can get enjoyement from. Discuss
  3. Please use this thread to post any bugs you find in the mod, this includes but is not limited too, 1. crashes 2. things not working as intended 3. exploits 4. glitches 5. art problems Please take a screen shot of the bug or crash screen. Please be as detailed as possible and try to explain exactly what happened to better ensure the bug gets fixed as soon as possible. Thanks, Krak
  4. Hello, new thread. This is something that I've noticed after the May QoL update. Klei doesn't like to make non-themed updates. When it comes to updates dst either receives a themed update or a bug fix. There's no generic updates. In the May QoL update it was even said that that upade consisted of things the community has wanted for a long time but devs didn't have time to add. For example missing bosses' statues. Those could've been added in any update but the devs waited specifically for a QoL update. A thing won't be added into the game unless an update fits its theme. As I said- there's no generic updates like: 'Changed some numbers, added a new item, changed character's portrait, damage of x weapon reduced' Idk, I guess this is both good an kinda bad. Good since major updates aren't all over the place and are instead focused on one specific area of the game. Kinda bad since the community shouldn't really expect anything new from the thing that's already in the game like a character, mob or an item. For example Winona could receive an item to make her less of a 'pick and switch'-character. Buuut since she's already been reworked she won't get anything new unless there's going to be an entire update dedicated to her Discuss... I guess
  5. Hello, new thread. I'm afraid that dst has reached a critical point or rather, a decisive moment in its life. It can either end up like Minecraft/Terraria and be a greater version of its past self or it can end up like Hamlet and just be a lot of flashy and advertisible content that not a lot of people will enjoy for more than a month. Keep in mind that I'm talking from the point of view of someone who doesn't know what's coming in the future (unlike devs). You see in a previous thread like this I talked about how new content won't be used untill existing farms (like bunnyman/pigman) are nerfed. But tbh this can almost apply to the entire game. You have Eyebrella to counter all of wetness/lighting, a Tam to counter insanity etc. Mechanics, enemies and all that from 2016 are simply outdated and therefore are sorta a limit to the game's growth. Which is why I'm certain dst needs new mechanics or an overhaul of the old ones. Either of these would probably allow Klei to experiment more with future items and such. Adding new mechanics and fixing the old ones would be the best but I understand the limitations of today. Enlightenment and sailing are new mechanics but sadly as of now they haven't reached their full potential yet. Because when I'm saying "new mechanics" I'm thinking more about the ones that directly affect the player such as hunger or sanity. Discuss.
  6. Hello, new thread. Untill Klei does something to nerf existing farms, 85% of new content will feel useless and underwheling. Just look at the existing RoT content- fishing. Yes, I know that it exists more as an in-game hobby but there's still a lot of time and effort put into it. There are new crockpot dishes which utilize ocean fish but why bother with them when you can just get everything from Bunyman farm? Their drops litteraly cover all of your needs. Meat for hunger, turn meat into eggs and you can make pierogi for health, dry the meat and your sanity's good. As long as you can farm 4 stacks of food every night no other source of food will be useful to the players. Cookie cutters introduced us to a new helmet. Too bad that pigman farms exist which can give you 20 football helmets every 4 days. If you can afford the grass ofc. The only way new content can beat existing farms is only if it's even more broken than these farms. This is not healthy for the game. Players should have a legit choice when picking what resources to use. Instead these resources only get used when player goes: ''I want a challange so I'll only use Cokkie cutter helmets and eat only fish" I understand that there have to be items better than other items, of course they have to. But that doesn't mean that we can't have multiple items on the same level of usefulness in a legit playthrough. The way these farms can be nerfed is by making it so that Bunnyman and Pigman don't attack each other when told to. And that werepigs can break fences to get to food. That way players would still be able to farm these creature but wouldn't be able to just mass produce items as if they were in a factory. The problem is not that there's the most efficient way to do something, there always is. The probelm is that the gap between the most efficient way and other ways is too big. If things stay the way they are then I'm sure that after RoT is done players will still use football helmets as their main armor and bunnyman farms as their main food source. Unless ofc an even more broken thing to farm gets added.
  7. So, spoilers? I guess for anybody who isn't aware of high tier parasite cards and doesn't want to know. Based off my understanding, Parasites, even at the highest tier, constantly hatch into other parasite cards, even ones you've already seen on your run. Does anybody feel like this is disappointing? I personally was really excited to see what awesome thing hatched out of the final tier of parasite card... only to find out that it was another parasite. Maybe there should be a unique graft or boon or bane or just something special that happens after you hatch a parasite a certain number of times. I think it could be super cool to see like, a unique, unequippable graft pop up to reward the player for the expensive process of playing all those dang parasites and losing the HP or resolve or gaining the debuffs associated with parasite cards. As is, IMO there is little to no incentive to actually grind out all those dang parasite levels, because the higher end parasite cards do not feel to me like a sufficient reward.
  8. Before I get to the idea, I originally made this post In the general discussion tab to see how people thought of the concepts. (This is not a repost though some things will be similar.) some of the concepts are not mine either revised versions of their ideas. As I will make sure to credit them in the post, please enjoy.:D(p.s some sketches I drew are drawn from official art so I do not intend to take credit for the work of others) Big picture:(idea of what the concept is going for.) Alot of controversy been going on in the past few months of a Wilson rework making him more useful to the group, and as a Wilson main myself I could possibly agree Wilson's only one helpful perk to support the group is an early and easier way of collecting beard hair which is only used for Meat Effigies. He probably needs a . So I gathered a few ideas here together to make Wilson more of the intelligent scientist wannabe he should be. These are the ideas I'm going for so far: -Keep Wilson as the beginner friendly character and not to make him too hard understand but still simple all around enough for experienced players like myself are still able to play and have fun with. -add two additional perks to show Wilson's scientific side and make them useful and supportive to the groups or himself -Make Wilson a character to experiment and test things with for new and old players, after all he is a Scientist. With that being said let's begin! Perk: •Is a true "Chemisist/Experimenter at Heart!" (Credit: @loopuleasa) Wilson Will now spawn in a world starting with a portable Chemistry lab.(Note Wilson can also make extras similar to Warly's Crock pots just in case if Wilson either loses his Original kit or He just wants extra.) Wilson can Place his Chemistry set just like Warly can with his portable crock pot, and use it to make potions and etc to support and Improve his and his teammates survival. @loopuleasa who made the original idea, Said that Wilson should have a Chemistry Tab to be able to make Specific Potions that his teammates can drink and use but not make on their own. Most of the potion ideas they made seem to be based on a way for New players to make cheaper versions of items to use which makes it an incredible idea! But, thinking in a unique way, I thought that maybe for the Concept, Wilson could use it as a crock pot (let's say for now 3 slots similar to the gorge and it cost one Nitre to mix it once) sort of giving into the experiment vibe you'd get similar to Warly, "What works and what doesn't work kind of way", or a "hmm I think I'll try this today..." or " I wonder if putting Red mushrooms in this mix would mess up the potion..." That kind of idea to it. An idea I have for potions could possibly be buffs/Debuffs similar to Warly's Spices, for example one potion could make the survivors immune to fire for a dangerous situation like a forest fire,if there are no Willows in your group Wilson could use that to help out in the situation. Here are a few examples of a few Potions I made up so far (I'll think of more and some pictures! These are just examples not my 100% go through with concept. :D) Reason: Wilson is a Scientist, and the one thing about being a scientist is experimenting! And what could be more fun then Exploring and messing around with the gimmicks/mechanics of a game. I want a similar feeling like playing as a Warly Experimenting with food, as an example: those moments when your group gets into a mild inconvenience or a problem and your onset friend goes, "Hang on, I got just the thing for this" rummaging through his Backpack full of food. It'll be like that but a Wilson with a bag of Potions and Experiments Ready to use on his group. Additional idea for the first perk:(Lab Rats to Experiment on) (credit: @Superwolfkid) Wilson Can build Cages to place in Rats (as a reference to the forbidden knowledge trailer) It's still questionable whether Wilson will use his own White normal Lab Rats or he will use Carrats as Carrats are pretty hard to find (Lunar Island). And could be hard to catch for a non-experienced player wanting to test this out. Once placed in a cage, Wilson could give the Rats Food or Objects even his experiments to test on the Rats with and see how they interact with them and see how it would affect the survivors. Like for example I thought a funny scenario of Wilson giving a rat a red mushroom or something bad, it would just straight up die in the cage and turn into a skeleton like a bird in a bird cage and Wilson would just go "Yeah, maybe not... Reason: Sometimes In Don't Starve the game can indeed be very punishing based on the unknown (I mean come on, we all had our Glommer goop taste test experience at least once) So this could be a better way to have new players rely on whether something is safe to eat or not. besides punishing them for relying based on Logic Second Perk: "Man with a Plan!" (Can Create Blueprints and is able to share them with others) Credit:Unknown Wilson has always been known as a very smart character despite his goofy personality Heck in official art we've even seen him make blueprints before so this would be a good perk to add to support others and himself. Wilson Has The ability to create Blue Prints to be learnt by other survivors and himself. Though this would pretty tough to implement to not make Wilson too much similar to Wickerbottom, and to have Wilson able to use it in single player usage.so the only blueprint system I have thought/Theorized so far is that Wilson could use his ability on prototypes and tools Wilson already can make by hand. But it would cost Papyrus to make a blueprint. Reason: In game Blueprints are usually only reliable in the early game (usually when you find a "failed Survivor") and thiscould option as a way For Wilson to Help the group get a early start on making materials I added alot of things I could think of for Wilson today, He is my Favorite character in the Game from his Charming personality and Just his general Character development from being some crazy weirdo in the woods to a person who's experienced so much much on the Island and he's still has hope and is still trying to escape!, any thoughts or ideas, please let me know and I will try to take criticism and reason. Thank you for Reading!
  9. One of the things that have not yet been implemented in RoT was natural external factors of the ocean or climate interacting with the boats and players. What natural mechanisms would adapt well to DST boats? In my previous post I got into the waves topic, but obviously the boats from Don't Starve Together are not made for that system. Thinking about it and talking to friends we talked about other ways that would fit well. Natural ocean obstacles or weather that could be used for or against the player. Ocean currents: Paths randomly defined by the sea where it has a flow of water in one direction. That if in favor of the boat, it would influence its path and speed, and against, would slow down the speed and path of the boat. Winds The mechanics of the winds. That would be implemented globally around the world, where it would have interactions with most seasons. But the main focus would be events at sea. It would have great influence on the boats sails . (Helping or Making It Difficult). Lightning storms and rough seas. This event would be implemented during some season (Spring Maybe?). In this event the sea would not be susceptible to navigation. Where winds would be common (which would harm or favor players), lightning, peaceful sea creatures hiding and aggressive mobs popping up.
  10. Hello everyone! For the update in Dont starve together we've got introduced to a new item called the shell bells, I haven't got to test them yet (since I play on console) but the idea for music in game excites me for a lot of opportunities, but I wanted to bring in an idea of my own Possessed Sea Bell: Maybe crafted with Shell Bell, nightmare fuel or something else. The main Joke of this is for this item is to be a reference to the folk myth of how you can hear the ocean whenever you hold a shell up to your ear, instead here it will be music. ok, so this idea is heavily inspired by Terraria, a 2D action adventure sandbox game where they also use music boxes. Make a possessed Sea Bell, and it won't make any sound or nothing, (for now atleast...) but when you start playing in game music, you have the option to "Record" it, and all you have to do is, wait around until it is complete. One the Sea Bell is finished "recording" It will change it's appearance and will begin playing the music it previously recorded. If you hold it in your inventory it will play only just towards you in your inventory that way you don't annoy anyone by playing the music you want. And maybe you could put it on a table or something to play in around In a certain area, this could be good for people who likes to work around certain music, (such as the lunar island theme) anyone have any suggestions or ideas to add to this?
  11. Perhaps this has been requested by other users previously, but we figured there's no harm in making it a public suggestion. 3 summers ago, my friend and I explored the Lunar Biome with the intention of getting some Moon Moths to have Mothlings for critters. It was meant to be a grab n go journey/expedition, but when we arrived at the island, we fell in love with the place so much so we stayed there for the entire summer just exploring the place and watching the inhabitants on the island interact. One creature that particularly caught our eyes and gave us many d'aww moments were the Saladmanders that inhabited the island. While they weren't exactly appealing to us at first sight, they grew on us over time that we made frequent trips to Lunar Island just to see them once in awhile. We like how these somewhat feisty creatures look when they sleep and how cute they are when they run , and those very adorable moments when you have a thermal stone on you and it follows you for a bit until the stone wears out its power. We can't say this enough, we think these reptiles are extremely cute and they would make such good bois in the form of babies. Though they are pretty smol already, we do hope we can see a critter form of these guys. Our take on the saladmanders? They could have the ability to scare off creatures their size if they ever attack you, a nod to their rather feisty natures when enraged, though one at a time and it won't deter naturally hostile mobs from following you. We think it might be a tad bit OP if your critters could scare off small mobs like Spiders, Catcoons, Frogs, though we hope the one-at-a-time mechanics is a good balance. Not sure about Bees, but if they do, they'd probably be only to scare one at a time until they're dead too. It's totally fine if they don't have any special abilities like the Mothlings, we just want to interact with these good bois without having to kill them. We just want the devs they've made our day with the creation of Saladmanders in the game. Thank you for reading!
  12. Hello everyone! Recently we got announced a new boss named the Crab King, some type of giant stone Crab hiding in apparently the ruins of a castle, that has the ability to use the power of the gems to their liking, they don't however really have much of a unique drop based on what I've seen so I wanted to make a topic to see any interesting ideas others had to making the Crab Kings loot drop more interesting. To start off, Here's a few things I made up that could be nice! Credit goes to @Instant-Noodles for the in-game gifs (Thank you @Instant-Noodles for getting these :D) Maybe When the King Crab dies it drops some "Castle Fragments" from the Crab Kings shell, or maybe even some unattached crab limb from the arms that come out from the sea below So for the first item I made is the "Crustation Crown" (or maybe a better name) would be a major good item too use after the fight. It would work extremely similar to how the crab king uses it's gem mechanic, whatever gem you have socketed in the crown would give you an buff or increase in your stats, maybe like a increase in damage or health when using a red gem for example. A second Idea i thought could be using the castle Fragments to make castle walls for decoration and base building, they could possible be the strongest wall, or maybe they take reduce damage or something. Here was my sketch idea: My third idea was basically a shield, made from castle Fragments, that could possibly tank damage or reflect/nullify projectiles if you block with good timing. And my final idea is my second favorite: this claw pinching thing made from the crab arms, The joke is that it's supposed to look like one of those grabbing toy's, maybe the survivors could use it to grab things out of reach on sea, can be used as a long range weapon as well (maybe even using the unimplemented spear jab animation) my idea was that maybe this could be used as a heavy attack weapon potentially with the ability to pinch at opponents causing them to get stunned similar to the forge but that might be a bit too op... Those were my ideas so far, But I'd really like to hear ideas from other people! Any suggestions you'd like to see come from the Crab King?
  13. This thread is for general discussion about the mod's development. We can freely discuss the mod's development without any derailing or distractions.
  14. Welcome to the suggestions thread for the "Up And Away" mod! Have an idea for a mob, item etc. that you think would be a good addition to the mob? Then this is the place for you! Be sure to keep suggestions as short and detailed as possible, to prevent clogging and allow for better feedback on the idea. If a long post can't be helped then, please consider using spoiler tags. Also if it does, make sure to explain how your suggestion is affected by the Static mechanic (think Nightmare cycle from ruins). Remember to be nice about others' ideas. If you don't agree with a suggestion please reply with reasons as to why it wouldn't fit the game instead of just writing "This idea sucks!". This will prevent a lot of unneeded hassle. Also be positive towards feedback on your suggestion. If your idea would fit with some tweaks from suggestions, then it's better than it not being implemented at all. Also important : For the sake of people who want to subscribe to this thread, DON'T GO OFF-TOPIC. Keep the posts about the suggestions and feedback, not just reactions. If you like the idea but have nothing to add apart from "Really awesome!", simply use the "Like" button. Thank you! Here's a presentation of things being worked on in the mod : https://docs.google.com/presentation/d/1tdbs-30BDY8eGRQKWfLx-UIFSJZjYPIUBligpdjf_pU/pub?start=true&loop=false&delayms=5000#slide=id.p And you can view the Roadmap(WIP) here : http://forums.kleientertainment.com/index.php?/topic/27718-roadmap-objectives-and-worldviews-towards-alpha/ Suggestions so far : Items: Biomes/Fauna:
  15. So I've been thinking about how certain Set Pieces fit into DST and I thought I'd make a little place for us to kick around a few ideas concerning the future of Set Pieces and how they fit into DST. Most of the Set Pieces are nice to get but don't make or break a world. Except for the Reed Trap. For most of us the Reed Trap is a necessity, most of us going through world after world searching for a Reed Trap before even considering making something of that map. And in DST time is more precious, if you want to make a proper world with your friends you need to tip-toe your way around all of your schedules to fit in a decent amount of game time, because of this most people don't want to bother world regening for hours trying to get the holy grail that is the Reed Trap. I for one feel like the more important Pieces should either be guaranteed to spawn or have an increased chance to spawn to - at least - speed up the tiresome process of trying to get certain Pieces. So I pose the question to you all, what do you think of how the current system of Set Pieces fits into DST? Should it be changed by Klei and if so how? Or should we simply suck it up and go with the RNG or perhaps even leave it to mods? Whadaya think guise? And if anyone is open to making a mod that does this, you should do that thing mkay.
  16. Bug Submission Please choose a category [Crash] Platform Steam Version Number - Issue title Wont even start to load, crashes immediently Steps to reproduce I click play in steam, and a window comes up like the game was starting, but instead another error message comes up saying that it has stopped working and is looking for a solution and the game never even starts or shows a screen other then it being grey Describe your issue I click play in steam, and a window comes up like the game was starting, but with that an error message comes up saying that it has stopped working and that windows is looking for a solution. The game never even starts to load or show a screen other then just grey. It worked until the update that came out a few days ago, when right after the update it had this problem. I tried re installing twice and it has gone through another update since then and it still doesn't work. I have done nothing to my computer in that time. Pleas Help!
  17. I'm sure you guys get this question asked a lot but will their be a co-op mode? Me and my dad love this game and would love to see it co-op currently he gives it a 3/5 but if you make it co-op he would gladly make it 4/5! ( he has a website for his book where this review is posted ) someone please respond so that I can know!!!